The trash leading up to the boss is a gauntlet like the Suppression Room in BWL, so it will require fast movement and AoEing. There won't really be any time to drink up before the boss so be smart about mana usage.
This is a three phase fight with pretty large changes between each phase. Phase 1 is mostly about tank gear and endurance, Phase 2 and Phase 3 is a huge healer challenge and require pretty high raid DPS.
Between each phase we will have some ghosts to AoE down, these will regenerate mana and health so everyone should start each phase fully charged.
Phase 1: Essence of Suffering
Abilities
Aura of Suffering
Healing effects reduced by 100%.
Regeneration effects reduced by 100%.
Armor reduced by 100%.
Defense reduced by 500.
No healing is possible in this phase, Healers do DPS!
Fixate
She will Fixate whomever is closest to her, and that person will be tanking for 5 seconds until the next Fixate is cast.
This can be the same person, if you want to switch the current tank takes a small step back and someone else stands closest to the center of the hitbox.
Enrage
Physical damage dealt is increased by 25%.
Attack speed increased by 50%.
Every minute she will enrage for 15 seconds. Whomever is tanking should disable auto attack to avoid parries.
A Rogue popping Evasion during Enrage can usually last the entire duration, however watch his/her health and switch if needed (any tank will do). We usually kill her before the second Enrage hits.
Soul Drain
Deals 2625 to 3375 damage every 3 sec.
Drains 2625 to 3375 mana every 3 sec.
Dispellable Magic debuff. Needs to be removed A.S.A.P. Can be resisted (Shadow Resistance).
Aggro
In Phase 1 EoS will always focus on the Fixated target, so DPS does not have to worry about threat. Go all out!
The only exception to this is if the Fixated target dies, Vanishes, Shields, etcetera. Should this happen she will revert to using the threat table until Fixate is cast again. This shouldn't happen so if it does we did something wrong.
Execution
Basically we start with a Warrior tank spamming Shield Block during at the start, the Warrior might last until the enrage or might not and a switch before that is needed. During Enrage we use a Rogue and his/her Evasion tank ability, this should last us through the entire Enrage, if not switch when the Rogue is low on health. After the Enrage any of the tanks with enough health can pick her up. Repeat this until she is dead, this should be around the second Enrage or just before it.
Phase 2: Essence of Desire
Abilities
Aura of Desire
Damage taken when damage dealt.
Healing increased by 100%.
Decreases maximum mana over time.
DPS need to watch their health, when you are low on health, stop doing damage! Stay alive!
Rune Shield
Absorbs 50000 damage.
Immune to spell interrupt effects.
Increases attack speed by 100%.
Increases casting speed by 100%.
To deal with this shield we will have Mages spellsteal it, it is important this happens A.S.A.P. or otherwise the interrupts won't work.
Spirit Shock
Disorients the main tank for 5 seconds and deals 9250-10750 Arcane damage. Cast every 5 seconds.
We will have two Rogues assigned to interuppting this ability. It is very important to only Kick the Spirit Shock and not Deaden! The Rogues should make a macro to report when they did their kick so the other person knows its their turn (any other physical interrupt will do here as well).
A warlock will be tasked with keeping Curse of Tounges up all the time during this phase.
Deaden
Increase damage taken of any school by 100% on the current target. Lasts 10 seconds. Cast every ~30 seconds.
The MT must Spell Reflect this back onto EoD! The increased DPS the DPS get from this is vital to make the timer, otherwise we will run out of mana and that will be a wipe.
Aggro
In this phase everyone has to watch their threat. The MT should focus on causing as much threat as possible (while remembering Spell Reflect). When EoD is affected by Deaden everyone must really watch out that they don't zoom past the tank on Omen.
If we have problems with Spirit Shock getting through and hitting the MT we will have an OT stay #2 on the threat meter so that EoD doesn't go for the raid. Hopefully our interrupters are on the ball so we don't have to worry about this though.
Execution
Our minimum of 2 interrupters will make sure Spirit Shock will not get through, the Warrior MT will make sure Deaden is Spell Reflected. For Mages it is extremely important the Rune Shield is stolen A.S.A.P. if this doesn't happen we will wipe.
It is very important for the MT to push threat as much as he can, since this is a timed phase. It helps to give the MT around 20k threat lead before starting full DPS. If all interrupts and Spell Reflects go right the DPS should be right on time and it is a kill.
Phase 3: Essence of Anger
Abilities
Aura of Anger
Deals Shadow damage over time.
Increases damage dealt.
Effects increase over time.
Starts with dealing 100 shadow damage every 3 seconds and increases damage dealt by 5%. Effects increase over time by adding the initial starting amount. Affects the entire raid.
Spite
Randomly targetted on individuals in the raid. After 2 seconds of immunity to all damage, the player will get hit by 7444-7556 nature damage.
Once we can regularly do Phase 2 we will provide Nature Protection potions for this phase. Make sure ti drink a potion before Phase 3 starts so it will be on CD during this phase as well.
Soul Scream
A frontal cone area of effect ability that deals 2625-3375 Shadow damage, mana burned for 4375-5625 and/or rage by 1000. Every rage burned adds 100 damage.
The MT should make sure to turn EoA away from the raid and use up as much rage as possible, if not they risk taking 3375 + (100 x 100) = 13375 damage. Which is quite a blow to the MT when the increasing damage over time is on him as well.
Seethe
A debuff that increases threat generated by 200%. Lasts 10 seconds and is only given once the boss switches target.
This phase is about full nuking, hence any threat lead from our MT is helping. We will wait with DPS and let one of the OT's build around 20,000 threat, at this point the MT will taunt EoA onto him giving the entire raid the Seethe buff/debuff. We wait until the buff wears off which should give our MT a lead of at least 40k threat if not more.
Aggro
Again DPS can take aggro here so watch your threat. Due to the aura with increasing damage we won't be able to last too long so it is important that the tank generates plenty of threat so we can burn him down quickly.
Execution
The OT starts building threat, at 20,000 the MT taunts EoA off of the OT and starts building a lot of threat. A Hunter misdirect at the point of taunting increases threat on the MT even more. After the Seethe buff/debuff wears of DPS can start. DPS should go all out, but don't overaggro. Healers will be healing like crazy so there is not much room for error. Drink your Nature Resistance Potions whenever they are off CD, this can help you survive!
It is a race against time, because at some point the incoming damage will be too big to heal through and we will wipe. Nuke nuke nuke!
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
Used your notes and put them in a nice format, added the way we did it on our kill and what is important in each phase. Should be good now so you can move it to the top
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
Comments
@ Mon, 28/04/2008 - 22:16
http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&g...
A man is but the product of his thoughts.
What he thinks, he becomes.
@ Sat, 17/05/2008 - 11:15
Overview
The trash leading up to the boss is a gauntlet like the Suppression Room in BWL, so it will require fast movement and AoEing. There won't really be any time to drink up before the boss so be smart about mana usage.
This is a three phase fight with pretty large changes between each phase. Phase 1 is mostly about tank gear and endurance, Phase 2 and Phase 3 is a huge healer challenge and require pretty high raid DPS.
Between each phase we will have some ghosts to AoE down, these will regenerate mana and health so everyone should start each phase fully charged.
Phase 1: Essence of Suffering
Abilities
Aura of Suffering
Healing effects reduced by 100%.
Regeneration effects reduced by 100%.
Armor reduced by 100%.
Defense reduced by 500.
Fixate
She will Fixate whomever is closest to her, and that person will be tanking for 5 seconds until the next Fixate is cast.
Enrage
Physical damage dealt is increased by 25%.
Attack speed increased by 50%.
Every minute she will enrage for 15 seconds. Whomever is tanking should disable auto attack to avoid parries.
Soul Drain
Deals 2625 to 3375 damage every 3 sec.
Drains 2625 to 3375 mana every 3 sec.
Aggro
In Phase 1 EoS will always focus on the Fixated target, so DPS does not have to worry about threat. Go all out!
The only exception to this is if the Fixated target dies, Vanishes, Shields, etcetera. Should this happen she will revert to using the threat table until Fixate is cast again. This shouldn't happen so if it does we did something wrong.
Execution
Basically we start with a Warrior tank spamming Shield Block during at the start, the Warrior might last until the enrage or might not and a switch before that is needed. During Enrage we use a Rogue and his/her Evasion tank ability, this should last us through the entire Enrage, if not switch when the Rogue is low on health. After the Enrage any of the tanks with enough health can pick her up. Repeat this until she is dead, this should be around the second Enrage or just before it.
Phase 2: Essence of Desire
Abilities
Aura of Desire
Damage taken when damage dealt.
Healing increased by 100%.
Decreases maximum mana over time.
Rune Shield
Absorbs 50000 damage.
Immune to spell interrupt effects.
Increases attack speed by 100%.
Increases casting speed by 100%.
Spirit Shock
Disorients the main tank for 5 seconds and deals 9250-10750 Arcane damage. Cast every 5 seconds.
Deaden
Increase damage taken of any school by 100% on the current target. Lasts 10 seconds. Cast every ~30 seconds.
Aggro
In this phase everyone has to watch their threat. The MT should focus on causing as much threat as possible (while remembering Spell Reflect). When EoD is affected by Deaden everyone must really watch out that they don't zoom past the tank on Omen.
If we have problems with Spirit Shock getting through and hitting the MT we will have an OT stay #2 on the threat meter so that EoD doesn't go for the raid. Hopefully our interrupters are on the ball so we don't have to worry about this though.
Execution
Our minimum of 2 interrupters will make sure Spirit Shock will not get through, the Warrior MT will make sure Deaden is Spell Reflected. For Mages it is extremely important the Rune Shield is stolen A.S.A.P. if this doesn't happen we will wipe.
It is very important for the MT to push threat as much as he can, since this is a timed phase. It helps to give the MT around 20k threat lead before starting full DPS. If all interrupts and Spell Reflects go right the DPS should be right on time and it is a kill.
Phase 3: Essence of Anger
Abilities
Aura of Anger
Deals Shadow damage over time.
Increases damage dealt.
Effects increase over time.
Spite
Randomly targetted on individuals in the raid. After 2 seconds of immunity to all damage, the player will get hit by 7444-7556 nature damage.
Soul Scream
A frontal cone area of effect ability that deals 2625-3375 Shadow damage, mana burned for 4375-5625 and/or rage by 1000. Every rage burned adds 100 damage.
Seethe
A debuff that increases threat generated by 200%. Lasts 10 seconds and is only given once the boss switches target.
Aggro
Again DPS can take aggro here so watch your threat. Due to the aura with increasing damage we won't be able to last too long so it is important that the tank generates plenty of threat so we can burn him down quickly.
Execution
The OT starts building threat, at 20,000 the MT taunts EoA off of the OT and starts building a lot of threat. A Hunter misdirect at the point of taunting increases threat on the MT even more. After the Seethe buff/debuff wears of DPS can start. DPS should go all out, but don't overaggro. Healers will be healing like crazy so there is not much room for error. Drink your Nature Resistance Potions whenever they are off CD, this can help you survive!
It is a race against time, because at some point the incoming damage will be too big to heal through and we will wipe. Nuke nuke nuke!
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”
@ Thu, 08/05/2008 - 10:55
Used your notes and put them in a nice format, added the way we did it on our kill and what is important in each phase. Should be good now so you can move it to the top
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe.”